Mod ListA16
Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27716.msg281314) | Provides enhanced bill capabilities and UI. | Github (https://github.com/AlcoholV/Rim.AcEnhancedCrafting) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=817697107) |
Smart Speed (https://ludeon.com/forums/index.php?topic=27551.msg279563#msg279563) | Allows the use of ultra fast speed and changing event speed multiplier. | Github (https://github.com/AlcoholV/Rim.AcSmartSpeed) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=817637750) |
Where is rich soil? (https://ludeon.com/forums/index.php?topic=26826.0) | Changes original rich soil color to be darker to make it easier to find. | Github (https://github.com/AlcoholV/Rim.WhereIsRichSoil) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=783475829) |
A15
Override Injector (https://ludeon.com/forums/index.php?topic=27551.msg280113#msg280113) | Allows Override defs without changing the original defs xml. | Dropbox (https://www.dropbox.com/s/gwtdx12rkck1fkv/ACOverrideInjector.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=806500222) |
Quiet Weather (https://ludeon.com/forums/index.php?topic=27551.msg280111#msg280111) | Makes weather and some abnormally loud effect become quiet. Require Override Injector | Dropbox (https://www.dropbox.com/s/8o9y4mfv9jgr6zj/ACQuietWeather.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=806505464) |
Improved Increased Stack (https://ludeon.com/forums/index.php?topic=27551.msg279561#msg279561) | Capacity of every stackable items stack increased 10 times. | Dropbox (https://www.dropbox.com/s/64fl1uns4w6o6j8/Improved%20Increased%20Stack.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=804599351) |
Cannibals Food (https://ludeon.com/forums/index.php?topic=27551.msg279562#msg279562) | A Horrible(?) mod that adds foods for cannibals. | Dropbox (https://www.dropbox.com/s/wfft596ffhulw47/Cannibals%20Food.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=804170072) |
Smart Speed (https://ludeon.com/forums/index.php?topic=27551.msg279563#msg279563) | Allows the use of ultra fast speed and changing event speed multiplier. | Dropbox (https://www.dropbox.com/s/uirymulwaltm4bi/Smart%20Speed.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=803734444) |
Stun Gun (https://ludeon.com/forums/index.php?topic=27551.msg279564#msg279564) | Adds non lethal Stun Gun to the game. | Dropbox (https://www.dropbox.com/s/qbrkkkunlobof5a/Stun%20Gun.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=799566500) |
Unlimit Text Input (https://ludeon.com/forums/index.php?topic=27551.msg279565#msg279565) | Allows to input any languages or any characters. | Dropbox (https://www.dropbox.com/s/piq89cbhi1lnlyk/Unlimit%20Policy%20Name.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=797452233) |
Work Smarter (https://ludeon.com/forums/index.php?topic=27551.msg279568#msg279568) | Makes Colonists work smarter. | Dropbox (https://www.dropbox.com/s/224h7a27kca90bm/Work%20Smarter.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=796303006) |
Fast Day (https://ludeon.com/forums/index.php?topic=27551.msg279569#msg279569) | Stops colonist's eating behavior. | Dropbox (https://www.dropbox.com/s/uyv27cs1q4705eb/Fast%20Day.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=795186152) |
Tiny Table (https://ludeon.com/forums/index.php?topic=27551.msg279570#msg279570) | Adds 1x1 small tea table. | Dropbox (https://www.dropbox.com/s/3ah4e2c1cqhavoa/Tiny%20Table.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=783971620) |
Where is rich soil? (https://ludeon.com/forums/index.php?topic=26826.0) | Changes original rich soil color to be darker to make it easier to find. | Dropbox (https://www.dropbox.com/s/us1w3fhq7gwm34e/Where%20Is%20Rich%20Soil.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=783475829) |
Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27716.msg281314) | Provides enhanced bill capabilities and UI. | Dropbox (https://www.dropbox.com/s/3f4z5ut1yo2zt47/AC-Enhanced%20Crafting.zip?dl=0) | WorkShop (http://steamcommunity.com/sharedfiles/filedetails/?id=809961552) |
LicenseUnder the MIT license. Do whatever you want with it.
12-14 Smart Speed
- Add : A16
- Fix : Event speed control UI
12-14 Enhanced Crafting
- Add : A16 version
- Add : Shift, Ctrl, Alt implement
- Add : Target count label color
11-24 Smart Speed
- Fix : Draw horizontal line correctly
- Fix : Draw Icon correctly
- Add : Include Source File
11-26
- Add : Override Injector
- Add : Quiet Weather
12-03
- Add : Enhanced Crafting
12-07 AC-Enhanced Crafting
- Fix : Label stack to stock
- Fix : Remove debug log
(http://images.akamai.steamusercontent.com/ugc/132123710613437852/75346C74C15362C3CC66613277C4168F003C0D4D/)
Description:
The biggest difference from the existing mod is that this mode is implemented programmatically not via xml.
So, The meat, leather, febric and items from the other mod also apply increased stack.
Features:
Capacity of every stackable items stack increased 10 times.
(http://images.akamai.steamusercontent.com/ugc/132123710611496797/7D5B1B630F85408595D27918FFAC41D0B83CA45F/)
(http://images.akamai.steamusercontent.com/ugc/132123710611497023/BEBD07C1C554B7364A5B99AAC97AE079F6FD3013/)
Description:
A Horrible(?) mod that adds foods for cannibals.
I made this mode because of the bug that the food made with the human meat mixed with the regular food.
Now you do not have to be stressed to distinguish between regular food and human meat food.
Those foods are treated as same as existing foods.
Features:
- Add 3 Type of Human Meat Food
- Add 3 Recipes for Human Meat Food
I'm not an artist. If you can draw better, plz send it to me.
also we can add more foods for cannibals.
(http://images.akamai.steamusercontent.com/ugc/96095019439235692/63F5531CF52E76A07584ACD1D23927504A16DC2F/)
Description:
Allows the use of ultra fast speed and changing event speed multiplier.
Features:
- Enable ultra fast speed without devmMode
- Add ultra speed icon
- Set Event speed multiplier
Event Speed Mode:
- Right click on speed control UI
- Slow : x0.5 speed (half of normal speed)
- Normal : x1 speed (default setting)
- Fast : x2 speed (as same as fast speed)
- Half : Half of current game speed
- Ignore : Ignore force event speed
(http://images.akamai.steamusercontent.com/ugc/141130166407641488/9E4B7E5D560BF5E12F4EA475CE0A694E3ADDAD5B/)
Description:
Adds non lethal Stun Gun to the game.
Feature:
- Can be built at the machining table.
- Electric sound effect.
For balance :
- 3 Seconds cool down.
Credits:
Base code and texture from Skullywags non-lethal weapons mod
(http://images.akamai.steamusercontent.com/ugc/132123583593067307/7BD2CC0C439C5E8AA9FBA65C689E3AF309E25345/)
Description:
Allows to input any languages, any characters.
(http://images.akamai.steamusercontent.com/ugc/141129747220109179/B87F823386F2780047DD2EA36CDD3F5D2B7F06F7/)
Description:
Makes Colonists work smarter.
Now Colonists have common sense, so they gather ingredients as much as they can and store to nearest storage depot before start working. Instead of haul one by one. It Currently works only with cooking, constructing and some hauling job.
Features:
- The cooks gather ingredients as much as to near storage before start cooking.
- The constructors and haulers gahter resources as much as to near storage before start building.
- The crafter(drug, tailor, crafting spot) gather ingredients as much as to near storage before start working.
- If storage is farther than their working place than start working immediately.
- If worker is incapable of hauling than work as normal.
(http://images.akamai.steamusercontent.com/ugc/187291365043066921/2C472A5A3998CE1AF6DE3A3A593E4D2E2D71157E/)
Description:
Today is Fast Day!
This mod stops colonist's eating behavior.
When you don't have enough food, This tiny mod will help you forbid the colonist eating something horrible likes his family or pet accidentally. Absolutely you can feed them manually when you want.
Especially this mod is useful in harsh environment likes in ice sheet or extreme desert.
Turn it on or off in option, mod option menu.
Colonists can still die of hunger and others can eat food.
(http://images.akamai.steamusercontent.com/ugc/241332930604402526/A0EF50F8BBD38AED79AB8194C7EA3FAD3A33BA78/)
Description:
A simple mod that adds 1x1 small tea table.
Could you maybe rename the "Stun gun" into "Stun stick" or similar. A gun tells me it is a range weapon not a mellee weapon like it is.
QuoteFor balance :
- 3 Seconds cool down.
Even with 10 sec cool down it isn't balanced :-)
It is an instant enemy down weapon, perfect weapon for slavers and hunters if they could use mellee weapons.
I didn't test it on mech's yet, but i wouldn't be surprised it would work on them too.
If you want balance it, you should give it a stun effect similar to the poison effect from the fallout or the blowgun-mod.
You would need 3-5 hits with a chance to kill the target (heartstoke).
Fantastic mods! Thanks man! As for the stunner, I think it's fine. If you could change it to melee that would be better though. If people think it's OP, don't use it. I'd just keep some of these things near the end of the corridor for prison breaks or when my animals or pawns go psycho. Beats kicking the crap out of them.
I'd love to see a mod that would allow a pawn to hold one alternative item. This would be a great alternative item to have. :)
Quote from: Canute on November 23, 2016, 04:38:54 AM
Could you maybe rename the "Stun gun" into "Stun stick" or similar. A gun tells me it is a range weapon not a mellee weapon like it is.
Well... I don't think so.
"Difference Between Stun Gun and Taser"
http://www.tbotech.com/stungun-vs-taser.htm
This mod needs some rework. I will update in A16, not now.
Thanks anyway.
Quote from: AlcoholV on November 23, 2016, 03:28:35 AM
(http://images.akamai.steamusercontent.com/ugc/132123710613437852/75346C74C15362C3CC66613277C4168F003C0D4D/)
Description:
The biggest difference from the existing mod is that this mode is implemented programmatically not via xml.
So, The meat, leather, febric and items from the other mod also apply increased stack.
Features:
Capacity of every stackable items stack increased 10 times.
Hi there!
What is the difference with Taveron's mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=798158924
Edit: In case the purpose of the question wasn't clear, if i am already using taveron's mod, should i keep that or would it be better to switch to this one?.
Obviously if a mod injects defs dynamically through LongEventHandler it A) nullifies the need for the XML-based mod and B) makes it future-proof and also works for any mod-added items. It is strictly superior as long as the code is written well enough.
Quote from: faltonico on November 23, 2016, 03:26:48 PM
Hi there!
What is the difference with Taveron's mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=798158924
Edit: In case the purpose of the question wasn't clear, if i am already using taveron's mod, should i keep that or would it be better to switch to this one?.
obviously, this mod is "improved". that means, it makes players be able to stack "all stackable" items 10 times more including meat, hides - which with tavron's mod you cant.
so if you want to also increase meat and hides stack, use this mod. if not, just keep taveron's.
a minor difference is that, this mod dont modifiy .xml files, it only consists of compiled file (.dll).
Thank you Dingo and Caesius for your replies!
Now my question is, would break my save game if a swap to this?...
Time to find out.
I doubt it would break savegames.
What is the 2nd meal in the cannibal mod? 1st is an eye, 3rd is a heart, but I got no idea what the 2nd one is
Quote from: Facepunch on November 24, 2016, 12:12:44 PM
What is the 2nd meal in the cannibal mod? 1st is an eye, 3rd is a heart, but I got no idea what the 2nd one is
It's stomach.
Quote from: Dingo on November 24, 2016, 09:06:51 AM
I doubt it would break savegames.
It didn't! =D
This mod expands the different kind of items that can be stacked up to 750, so it is more useful. I have no need to have 80+ quantum warehouses anymore.
Thanks a lot!
(http://images.akamai.steamusercontent.com/ugc/96095287211633012/F0CBB93694969F10F7C4DB57BE0B73BDF2569284/)
Description:
Makes weather and some abnormally loud effect become quiet.
Dependency:
- Require Override Injector Mod
Fixed volume List:
CrashedShipPart_Ambience
AmbientNightInsects_Jungle
AmbientDayInsects_Jungle
AmbientAltitudeWind
Thunder_OffMap
Thunder_OnMap
AmbientRain
AmbientWind_Storm
MessageAlert
MessageBenefit
MessageAlertNegative
MessageSeriousAlert
Explosion_Bomb
Explosion_Stun
Explosion_Flame
Explosion_EMP
(http://images.akamai.steamusercontent.com/ugc/96095287211590739/707288B4438373F828544BD37456C13B81A687C6/)
Description:
Allows Override defs without changing the original defs xml.
It works as same as Language/def-injected.
See quiet weather mod as example.
Minor, minor issue: In the OP you have a typo "Quiet Weater" -- should be "Quiet Weather".
Quote from: Supercheese on November 26, 2016, 06:33:52 PM
Minor, minor issue: In the OP you have a typo "Quiet Weater" -- should be "Quiet Weather".
woops!! thx~
Thanks again for your mod ^^
Now i have a minor inconvenience, I use RT quantum storage, and i use a lot quantum relays to help my crafters not to waste time hauling the materials they need.
It sometimes implies having various stacks of the same said materials in several different places across the map, an example of that being an area of my map that is restricted for colonist in which only bots are allowed. Those bots have to do the repairing and crafting of the stuff there (a Huge nuclear plant), hence, they need components too.
So, here is my question:
What can i do for the mod to exclude components from the 750 stack limit modification? so i don't have to craft over 750 components to fill 2 quantum relays? -_-'
Quote from: faltonico on December 04, 2016, 04:57:43 PM
So, here is my question:
What can i do for the mod to exclude components from the 750 stack limit modification? so i don't have to craft over 750 components to fill 2 quantum relays? -_-'
At this time, there is no way other than to change query statements in the source code then rebuild.
or you can change core stack limit yourself.
"..\RimWorld\Mods\Core\Defs\ThingDefs_Items\Items_Resource_Manufactured.xml"
change stack limit below the component defs.
Great mods! Although I don't use all of them I already use the Improved Increased Stack and Quiet Weather.
I only have one question...
How compatible is Work Smarter with other mods that affect hauling and such? My guess would be that there is near zero compatibility, just like many other mods that also affect hauling code. Am I guessing correctly? That is pretty much the one reason I have not installed it yet.
Quote from: joaonunes on December 04, 2016, 08:56:35 PM
How compatible is Work Smarter with other mods that affect hauling and such? My guess would be that there is near zero compatibility, just like many other mods that also affect hauling code. Am I guessing correctly? That is pretty much the one reason I have not installed it yet.
It depends on the other mods. Probably there will be no problem.
Because most hauling mod do not touch WorkGiver_DoBill.
And the key to this mod is that it redefined WorkGiver_DoBill.
Next time I will work with the injection method instead of the overriding method so that I will be compatible with almost mods.
thx.
Quote from: AlcoholV on December 04, 2016, 09:24:58 PM
Quote from: joaonunes on December 04, 2016, 08:56:35 PM
How compatible is Work Smarter with other mods that affect hauling and such? My guess would be that there is near zero compatibility, just like many other mods that also affect hauling code. Am I guessing correctly? That is pretty much the one reason I have not installed it yet.
It depends on the other mods. Probably there will be no problem.
Because most hauling mod do not touch WorkGiver_DoBill.
And the key to this mod is that it redefined WorkGiver_DoBill.
Next time I will work with the injection method instead of the overriding method so that I will be compatible with almost mods.
thx.
Humm alright, will try it out.
Quote from: AlcoholV on December 04, 2016, 06:24:13 PM
<snip>
Thank you for your reply!
I guess i'll have to live with this minor inconvenience for now, i don't feel comfortable modifying Core files :-[
Whenever i extract the Improved Increased Stack mod i get 3 files called Source, Assemblies, and About. I've tried activating them anyway in that order and nothing happened. What did i do wrong? :(
You need one master folder for the mod in your RimWorld/Mods folder and that folder needs to contain those folders (the Source folder is not important for any casual user).
Some modders don't think about inexperienced mod users and zip their files in a sub-par manner. The zip should ideally contain the full folder structure and be ready to unzip directly into the Mods folder.
Thanks for clearing that up. I've only been playing a couple of days. I plan to get more savvy with the inner workings of the mods soon.
Any chances you post Fluffy's updated mod here =)?
http://steamcommunity.com/sharedfiles/filedetails/?id=812750257
I was busy to update sorry.
Ac-Worktab (Fluffy Tab A15)
https://www.dropbox.com/s/5pslsjxr1t6esew/AC-Work%20Tab.zip?dl=0
Quote from: AlcoholV on December 12, 2016, 05:26:53 PM
I was busy to update sorry.
Ac-Worktab (Fluffy Tab A15)
https://www.dropbox.com/s/5pslsjxr1t6esew/AC-Work%20Tab.zip?dl=0
woah cool :D Is this a non-CCL port of Fluffy's mod or is it different in any other way?
Quote from: AlcoholV on December 12, 2016, 05:26:53 PM
I was busy to update sorry.
Don't worry, i'm patient xD
Thanks a lot!
Quote from: joaonunes on December 12, 2016, 06:04:17 PM
woah cool :D Is this a non-CCL port of Fluffy's mod or is it different in any other way?
For the description in steam i infer is just a port.
A16 Updated
- AC-Smart Speed
- AC-Enhanced Crafting
- Where is rich soil
PTW. 8)
Quote from: AlcoholV on December 14, 2016, 06:14:59 AM
A16 Updated
- AC-Smart Speed
- AC-Enhanced Crafting
- Where is rich soil
Will you work on "Work tab"? or can i use your A15 version in A16 with a target version change?
Hi, Alcohol! I was wondering if you were working on updating the Increased Stack Size mod. I really liked how you made it widely applicable. Cheerily waiting and wishing you happy holidays!
Quote from: etoire on December 25, 2016, 05:48:09 PM
Hi, Alcohol! I was wondering if you were working on updating the Increased Stack Size mod. I really liked how you made it widely applicable. Cheerily waiting and wishing you happy holidays!
It has been updated.
http://steamcommunity.com/sharedfiles/filedetails/?id=804599351
https://github.com/AlcoholV/Rim.AcEnhancedStack
Quote from: faltonico on December 25, 2016, 05:05:29 PM
Quote from: AlcoholV on December 14, 2016, 06:14:59 AM
A16 Updated
- AC-Smart Speed
- AC-Enhanced Crafting
- Where is rich soil
Will you work on "Work tab"? or can i use your A15 version in A16 with a target version change?
You can't. The structure has changed a lot.
It depends on fluffy's worktab. If the original branch is not updated, I plan to do it. But it will be the last.
Quote from: AlcoholV on December 26, 2016, 01:20:32 AM
You can't. The structure has changed a lot.
It depends on fluffy's worktab. If the original branch is not updated, I plan to do it. But it will be the last.
Thank you for your reply!
I'll start without it and i'll add it if it ever gets released.
Thanks again for your work!
Quote from: faltonico on December 26, 2016, 02:27:33 AM
Quote from: AlcoholV on December 26, 2016, 01:20:32 AM
You can't. The structure has changed a lot.
It depends on fluffy's worktab. If the original branch is not updated, I plan to do it. But it will be the last.
Thank you for your reply!
I'll start without it and i'll add it if it ever gets released.
Thanks again for your work!
Fluffy released a beta of his worktab mod today. (requires HugsLib now instead of CCL)
thank you very much for your mods )
Hi!
Would you consider updating your stun gun mod to A16? I need this in my life! This game has no nonlethal options to subdue people, and the very few other mods that add something similar do so as part as a large pack and not as a standalone thing!
In advance, thanks a lot!
How does the Override Injector work? at what point can does it load the override? what more could we use it for?
Hey guys! I was fiddling around with the Stun Gun mod, and I noticed that consciousness debuffs and downing enemies has a tendency to autokill. I wanted a stun mod that would restrain an escaping prisoner or a berserking colonist. so I fiddled with the defs of the Stun Gun and came up with this.
What it essentially does is what every big cat does to your chickens, except 100% nonlethal.
Warning: This weapon does 0 direct damage. Don't give it to a hunting colonist or anyone you want to actually kill something. It won't down anyone by itself, either, so you won't be capturing prisoners en masse with it either. It was designed solely for restraining prisoners so someone could walk over with a club to beat them into submission and berserking colonists.
[attachment deleted by admin due to age]
Please apply with your enhanced crafting Dx
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Your smart speed doesn't show up on mod settings. So I couldn't set a custom event speed.
dude update your enhancedcrafting mod.cant live without individual bill assignment
Just an FYI: Your Ac-Override Injector seems to work fine with A17. At least, myself and another player haven't found any issues with this and my Mid-Rage Drop Pods: MF. It is injecting. There's no error reports in the log, either. The only thing missing seems to be an update to the target version so RimWorld could recognize it as current.